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Change the types.xml so that the kits can spawn in certain locations. Currently, the types.xml do not specify the class, or location, so the kits do not spawn in game. They are only spawned in by an admin.
Upon deployment, scan the immediate area for buildings, then write their attributes to the solar panel's ctx, using them to enable the building's power distribution and lights with the obvious results and benefits.
A lot of work would be either creating position arrays for each building (power outlets, light switches and lamps) or invisible objects with the necessary memory points / geometry to go on top of those buildings, but since dayz has a lot of repetition with the residential buildings, it's not a herculean task.
...alternatively one could scan for doors and fireplaces in those buildings and just generate "good enough" positions for lights, then switch them on / off automatically depending on whether or not a player is inside & the power chain having enough energy.
Sgt SaVage: I've definitely been thinking down this path. I currently use the solar panels tied together with power strips (BBP 4 Gang Plug), cable reels, the construction spot lights for lighting. Definitely a PITA to string up and looks very 'rough and ready'. The placement of ceiling lights may be a bit tricky. I'm thinking along the lines of an 'electrical pack' that includes copper wire, junction boxes, and power switches that end in a plug socket to plug in lamps or such. For the building heater, I thnks that doable as a variant of the HeatedBuildings mod but only for the building that the heater is placed. I'll investigate further.
Rodney | EAS-4747: as Ravenous1032 pointed out, this can all be accomplished with DayZ configurations (types, spawnabletypes, events, etc.)
Xamy: Well you definitely think big my friend but I suspect that one of us is way ahead of the other in understanding what can be modified in DayZ. Perhaps if I had all the actualy building P3D models that I could edit and add memory and view LODs. Also, doing a ghost object that sits int he same position would require creating those for every building type in a map, then placing them...per map. The though of doing this for Chernarus along locks my brain up. The concept of 'scanning the area' looking for buildings, door, and fireplaces is not possible/practical based on my understanding.
<type name="RFSolarPanelKit">
<nominal>30</nominal>
<lifetime>172800</lifetime>
<restock>0</restock>
<min>20</min>
<quantmin>20</quantmin>
<quantmax>50</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="tools"/>
<tag name="floor"/>
<usage name="Industrial"/>
<usage name="Farm"/>
<usage name="Village"/>
</type>
What else do I need to do to get these to spawn?
You kind of allude to this idea in your "electrical pack" comments
attachments[]=
{
"TruckBattery",
"Att_CombinationLock"
};